Current WIP - Ruin Castle Redux
#26
Posté 02 février 2013 - 09:40
#27
Posté 02 février 2013 - 10:53
Tiberius_Morguhn wrote...
Errr.......what files? I seem to be missing something.....were you already working on this?
Oh, and I am done with what is shown in the pictures. Texture mapping = finished. WOK = repaired. Seams = repaired. Holes = repaired. Door frames = added. etc. etc.
Working on the block corner supports and the set file for TNO versus the original TTR set.
I started it sometime back then shelved it in favor of other stuff. Your picture inspried me to pick it up again, but as I have no plans for a public release I was offering up my source files if you wanted them.
The version I have is partially flooded and set into the TNO Marsh Terrain from Q. If I'm not mistaken, yours looks like it drops into the grass terrain. I wasn't sure what your entire game plan was, but I've always felt that the more options, the better in the long run
Modifié par Pstemarie, 02 février 2013 - 12:01 .
#28
Posté 03 février 2013 - 12:17
Pstemarie wrote...
Tiberius_Morguhn wrote...
Errr.......what files? I seem to be missing something.....were you already working on this?
Oh, and I am done with what is shown in the pictures. Texture mapping = finished. WOK = repaired. Seams = repaired. Holes = repaired. Door frames = added. etc. etc.
Working on the block corner supports and the set file for TNO versus the original TTR set.
I started it sometime back then shelved it in favor of other stuff. Your picture inspried me to pick it up again, but as I have no plans for a public release I was offering up my source files if you wanted them.
The version I have is partially flooded and set into the TNO Marsh Terrain from Q. If I'm not mistaken, yours looks like it drops into the grass terrain. I wasn't sure what your entire game plan was, but I've always felt that the more options, the better in the long run
Ah, understood. I have not messed with the PQ swap tileset much (yet!) but would like to see what you have done. Are you wanting to keep your redux private? I can release them both in the same Vault page with kudos to you whenver submitting mine. And you're right - I'm going to work this into the Bioware/TNO set for castle exterior/rural. Thank you for the offer and files!
#29
Posté 03 février 2013 - 12:44
#30
Posté 03 février 2013 - 12:50
#31
Posté 03 février 2013 - 01:41
henesua wrote...
Any chance of a Q compatible release for that baby?
I'd say the possibilities are quite good.
Modifié par Pstemarie, 03 février 2013 - 01:41 .
#32
Posté 03 février 2013 - 03:25
Try UVW map planar first, adjusting the x & y values
Then collapse the map and add UVW unwrap after that...
If you want, I'll be working on the Crystal Wall & Wall of Souls tomorrow morning. You can drop what you have in our Dropbox and I'll see what I can do.
Worked pretty good on the smithy, I think :-)
<...cartography>
Modifié par Rolo Kipp, 03 février 2013 - 03:26 .
#33
Posté 19 septembre 2013 - 01:41
#34
Posté 22 septembre 2013 - 03:54
#35
Posté 03 octobre 2013 - 09:21
#36
Posté 10 décembre 2013 - 11:37
Any chance we'll get a looksee at these?
#37
Posté 14 décembre 2013 - 08:49
henesua wrote...
*pokes in to look around at the ruins*
Any chance we'll get a looksee at these?
Errrr.......yeah.
I haven't had a lot of time to poke on the wok recently. The shadows are a mess too. I am trying to figure out some time over the end of year holiday break to work on this some more. If folks want a very beta version, I can put it on the vault. Don't say you weren't warned though......
#38
Posté 14 décembre 2013 - 04:04
#39
Posté 22 avril 2014 - 08:44
Uploaded v1.0 here for people to use and tinker with. There are still many walkmesh and shadow issues. Very much *still* a WIP in this release. Maybe something from this can help pstemarie with the version he is working on in the TNO reconstruction.
- Pstemarie, yetanothername, rjshae et 2 autres aiment ceci





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